[PATCH 7/7] d3d11/tests: Add test for shader buffer views.
Józef Kucia
jkucia at codeweavers.com
Thu Mar 24 07:54:43 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 200 ++++++++++++++++++++++++++++++++++++++++++++++-
1 file changed, 199 insertions(+), 1 deletion(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 713496b..9590e07 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -5393,7 +5393,6 @@ static void test_clear_render_target_view(void)
win_skip("Skipping broken test on WARP.\n");
}
-
ID3D11RenderTargetView_Release(srgb_rtv);
ID3D11RenderTargetView_Release(rtv);
ID3D11Texture2D_Release(texture);
@@ -5850,6 +5849,204 @@ float4 main(const ps_in v) : SV_TARGET
release_test_context(&test_context);
}
+static void test_buffer_srv(void)
+{
+ struct buffer
+ {
+ UINT byte_count;
+ const void *data;
+ };
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
+ struct d3d11_test_context test_context;
+ D3D11_SUBRESOURCE_DATA resource_data;
+ const struct buffer *current_buffer;
+ ID3D11ShaderResourceView *srv;
+ D3D11_BUFFER_DESC buffer_desc;
+ ID3D11DeviceContext *context;
+ struct texture_readback rb;
+ ID3D11Buffer *cb, *buffer;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ unsigned int i, x, y;
+ struct vec4 cb_size;
+ DWORD color;
+ HRESULT hr;
+
+ static const DWORD ps_float4_code[] =
+ {
+#if 0
+ Buffer<float4> b;
+
+ float2 size;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ float2 p;
+ int2 coords;
+ p.x = position.x / 640.0f;
+ p.y = position.y / 480.0f;
+ coords = int2(p.x * size.x, p.y * size.y);
+ return b.Load(coords.y * size.x + coords.x);
+ }
+#endif
+ 0x43425844, 0xf10ea650, 0x311f5c38, 0x3a888b7f, 0x58230334, 0x00000001, 0x000001a0, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000104, 0x00000040,
+ 0x00000041, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000858, 0x00107000, 0x00000000,
+ 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+ 0x02000068, 0x00000001, 0x08000038, 0x00100032, 0x00000000, 0x00101516, 0x00000000, 0x00208516,
+ 0x00000000, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002,
+ 0x3b088889, 0x3acccccd, 0x00000000, 0x00000000, 0x05000043, 0x00100032, 0x00000000, 0x00100046,
+ 0x00000000, 0x0a000032, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0010001a, 0x00000000, 0x0500001b, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
+ 0x0700002d, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e,
+ };
+ static const DWORD rgba16[] =
+ {
+ 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
+ 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
+ 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
+ 0xffffffff, 0xff000000, 0xff000000, 0xff000000,
+ };
+ static const DWORD rgba4[] =
+ {
+ 0xffffffff, 0xff0000ff,
+ 0xff000000, 0xff00ff00,
+ };
+ static const struct buffer rgba16_buffer = {sizeof(rgba16), &rgba16};
+ static const struct buffer rgba4_buffer = {sizeof(rgba4), &rgba4};
+ static const DWORD rgba4_colors[] =
+ {
+ 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
+ 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
+ 0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
+ 0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
+ };
+ static const DWORD zero_colors[16] = {0};
+ static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+
+ static const struct test
+ {
+ const struct buffer *buffer;
+ DXGI_FORMAT srv_format;
+ UINT srv_first_element;
+ UINT srv_element_count;
+ struct vec2 size;
+ const DWORD *expected_colors;
+ }
+ tests[] =
+ {
+ {&rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, {4.0f, 4.0f}, rgba16},
+ {&rgba4_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 4, {2.0f, 2.0f}, rgba4_colors},
+ {NULL, 0, 0, 0, {2.0f, 2.0f}, zero_colors},
+ };
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ buffer_desc.ByteWidth = sizeof(cb_size);
+ buffer_desc.Usage = D3D11_USAGE_DEFAULT;
+ buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+ buffer_desc.StructureByteStride = 0;
+
+ hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
+ ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_float4_code, sizeof(ps_float4_code), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
+
+ buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+
+ resource_data.SysMemPitch = 0;
+ resource_data.SysMemSlicePitch = 0;
+
+ srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+
+ srv = NULL;
+ buffer = NULL;
+ current_buffer = NULL;
+ for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
+ {
+ const struct test *test = &tests[i];
+
+ if (current_buffer != test->buffer)
+ {
+ if (buffer)
+ ID3D11Buffer_Release(buffer);
+ if (srv)
+ ID3D11ShaderResourceView_Release(srv);
+
+ current_buffer = test->buffer;
+ if (current_buffer)
+ {
+ buffer_desc.ByteWidth = current_buffer->byte_count;
+ resource_data.pSysMem = current_buffer->data;
+
+ hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &buffer);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create buffer, hr %#x.\n", i, hr);
+
+ srv_desc.Format = test->srv_format;
+ U(srv_desc).Buffer.FirstElement = test->srv_first_element;
+ U(srv_desc).Buffer.NumElements = test->srv_element_count;
+
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, &srv_desc, &srv);
+ /* FIXME: Remove the following if statement once core contexts are supported. */
+ if (hr == E_NOTIMPL)
+ {
+ skip("Buffer resource views are not supported.\n");
+ break;
+ }
+ ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
+ }
+ else
+ {
+ buffer = NULL;
+ srv = NULL;
+ }
+
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+ }
+
+ cb_size.x = test->size.x;
+ cb_size.y = test->size.y;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &cb_size, 0, 0);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
+ draw_quad(&test_context);
+
+ get_texture_readback(test_context.backbuffer, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
+ ok(compare_color(color, test->expected_colors[y * 4 + x], 1),
+ "Test %u: Got unexpected color 0x%08x at (%u, %u).\n", i, color, x, y);
+ }
+ }
+ release_texture_readback(&rb);
+ }
+ if (srv)
+ ID3D11ShaderResourceView_Release(srv);
+ if (buffer)
+ ID3D11Buffer_Release(buffer);
+
+ ID3D11Buffer_Release(cb);
+ ID3D11PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -5887,4 +6084,5 @@ START_TEST(d3d11)
test_clear_depth_stencil_view();
test_draw_depth_only();
test_cb_relative_addressing();
+ test_buffer_srv();
}
--
2.4.10
More information about the wine-patches
mailing list